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@@ -10,7 +10,7 @@ Making video games portable is all fine and dandy, until mobile
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gaming monetization shows up.
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This area is complex, usually a mobile game that monetizes needs
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-special connections to a server for thingst like:
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+special connections to a server for things like:
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- Analytics
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- In-app purchases
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@@ -195,7 +195,7 @@ module, add it like this:
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def configure(env):
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if env['platform'] == 'android':
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# will copy this to the java folder
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- env.android_add_java_dir("Directory that contains MySingelton.java")
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+ env.android_add_java_dir("Directory that contains MySingleton.java")
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env.android_add_to_manifest("AndroidManifestChunk.xml")
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@@ -216,6 +216,21 @@ add something like this:
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Now you can refer to those resources by their id (``R.string.my_string``, and the like)
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by importing the ``com.godot.game.R`` class in your Java code.
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+Assets
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+------
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+
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+Similarly, you can add any type of raw asset files to your app's asset directory like this:
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+
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+.. code:: python
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+
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+ def configure(env):
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+ if env['platform'] == 'android':
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+ # [...]
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+ env.android_add_asset_dir("Directory that contains asset files for your app")
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+
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+Assets don't have resource ids, but can be read with their file name as streams of bytes with the help
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+of the Android AssetManager class.
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+
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SDK library
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-----------
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@@ -231,7 +246,7 @@ easiest to integrate, put it in the module directory and add it:
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def configure(env):
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if env['platform'] == 'android':
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# will copy this to the java folder
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- env.android_add_java_dir("Directory that contains MySingelton.java")
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+ env.android_add_java_dir("Directory that contains MySingleton.java")
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env.android_add_to_manifest("AndroidManifestChunk.xml")
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env.android_add_dependency("compile files('something_local.jar')") # if you have a jar, the path is relative to platform/android/java/gradlew, so it will start with ../../../modules/module_name/
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env.android_add_maven_repository("maven url") #add a maven url
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